view commit • New BonusBlock content: 'explode' - a coin explosion. Causes ten coins to be hurled through the air as an alternative to coin rain in covered areas such as cave levels. These coins are included in the level stats. Testable in test/bonusblock.stl.

view commit • HeavyCoins make noise when they collide with solid objects. TODO: use a unique sound.

view commit • Modified conditions in which Tux can release objects. Allow Tux to ungrab in close proximity to other objects and while under/in front of unisolid tiles. This resolves bug 847.

view commit • New BadGuy: GoldBomb - a bomb that throws a bunch of coins when exploding. Note: these coins are currently counted in level statistics. Also goldbomb is not allowed to be dispensed at this time.

view commit • Merge branch 'glow_effects' Several enhancements to make dark levels more viable by adding a glow to several objects. Candles have additional functionality to allow for many custom ambient lighting effects. An ice vulnerability is also added to flame badguys; in addition, a fire vulnerable and invulnerable version of flame is added. Finally a spiky-like badguy, LiveFire, is added which offers a sleeping and dormant (does not wake) state as well. The effects can be observed in the added test level: "Glow Effects Test".

view commit • Added a version of mriceblock that does not fall off ledges, title smartblock with an ugly recolored sprite.

view commit • Large icecrusher sprites also support eye animation, also eyes spin around while icecrusher is recovering. Note that icecrusher could still use some facial expressions for idle and recovering states. The recovering state could use multiple expressions dependent on if Tux was hit or not.

view commit • Removed discussion of move from SVN from TODO list as well as a couple of completed items

view commit • Remade darksnow concave and slope tiles While this is an improvement, there is still room for more. For example, some slope transition tiles might be nice.

view commit • Credit where credit is due for French Translation. Added Léo Poughon as a French Translator per request of the last official translator, Benjamin Leduc (Giby). Léo consulted on the last round of translations.

view commit • New elements and tweaks to world 1 levels prior to cave sequence

view commit • Replaced flames with iceflames in 'You Have 1 Minute' for Bonus Island 2. This addresses bug 949- aparently the OS X implementation of openAL limit the number of sound sources to 64. Since there were 81 flames in a relatively small area in this area, and each flame has a sound source, this limit was being reached causing a crash. Replacing each flame with the silent iceflame skirts the issue.

view commit • Removed level 'The Mountain Pass' introduced climbing instead of wind in 'A Fork in the Road' and a couple of subsequent level tweaks. The idea behind this is that wind and moving platforms can be elements of the Forest World.

view commit • Start working on a bonusblock drop procedure for when buttjump is used to open

view commit • Finish making powerups drop out of bonus blocks when hit with butt-jump Allows bonus_blocks to drop contents when opened with a butt-jump. This makes obtaining powerups while big less-trivial. Note that bonus_blocks on the ground will still send their contents up (with the exception of the Tux doll). There is some room for improvement here: a sort of "drop riser" would make it look nicer, and currently dolls are unobtainable on butt-jump which might be a little to harsh.

view commit • Prevent previous music from playing when sound file couldn't be found

view commit • Cleaned up some junk in bonus_block. Removed some unnecessary switches to reduce the amount of code. Star and Tux dolls now make a noise when leaving the bonus block. Removed unused variable from coin_explode. Heavy coins now bounce once when hitting the ground at high velocity and reflect their y velocity when hitting the bottome of something. Made it easy for the editor to place bonus blocks with the flip level potions.

view commit • Changing the order in which the components are loaded, video first, then audio, less 'important' parts deferred => faster showing of supertux window

view commit • Reverted part of revision 02c347cdae86. Loading config before controller was causing controller settings to be lost and default keybindings/joystick mapping to be adopted. This change reverts that part of the component loading re-order.

view commit • Dispensed badguys are no longer counted in level stats. Modified dispenser to only dispense badguys, instead of moving_objects. Previously dispenser could be set to dispense not only objects such as rocks or other portables, but even secret areas (which obviously makes a mess if someone is foolish enough to do it in an actual level). This change limits dispensed objects to badguys only, which also makes it trivially easy to fix the long-standing issue of dispensed badguys being counted for the badguys killed level stat. This fix was done as well, so the badguy level stat should no longer exceed the total badguys level stat.

view commit • Using a reset point no longer marks statistics as invalid. The rationale for this change is as follows: stats should only be marked as invalid in cases of cheating, not normal game mechanics. When a player uses a reset point, they typically gain no advantage over starting from the begining of a level since all of the collection stats are reset while time continues to count up. Not displaying/recording statistics once a reset point is used has traditionally confused players (the fine print in one infoblock in the first level is easily missed/forgotten). Also in the case of custom levels with incredible difficulty, stats are essentially never recorded making the levels even less fun.

view commit • Removed coin penalty for aborting a level- this needs to be thought out more

view commit • Tweaked the backflip timer so that Tux cannot cancel backflip after an arbitrarily short time. This preserves the original backflip mechanics, while still allowing the fix for bug 1008 to be in effect.

view commit • Added a secondary coin sound to distinguish between coins collected and coins interacting with the environment

view commit • Tweaked worldmap HUD. Moved the level title text from FOREGROUND to HUD layer making it consistent with level stats text. Changed placement of level stats from being relative to the center of the screen to being relative to the lower right corner, this should make the level stats more aesthetic across more resolution settings.

view commit • Icecrusher will no longer drop if there are static solids between it and Tux, resolves bug 1012

view commit • Added a negative y-velocity component to horizontal climbing alignment adjustment to prevent Tux from walking in place temporarily when trying to climb from a standing position

view commit • Added ability to define a 'target time' for levels which is taken into consideration when marking a level 'perfect'. As a proof of principle, Icy Island levels prior to the underground sequence have been assigned arbitrary but attainable target times. However, this feature probably should only be used with great care in the main game (if at all). Statistics still need to be modified to display the target time if defined, otherwise it will be confusing to players trying for perfet stats.

view commit • More options for narrow snow tiles, bug# 1029. Also used new tiles to make secret area in level "Entrance to the Cave" closer to its original form. In addition, removed trailing whitespace from tiles.strf

view commit • Start working on a bonusblock drop procedure for when buttjump is used to open

view commit • Finish making powerups drop out of bonus blocks when hit with butt-jump Allows bonus_blocks to drop contents when opened with a butt-jump. This makes obtaining powerups while big less-trivial. Note that bonus_blocks on the ground will still send their contents up (with the exception of the Tux doll). There is some room for improvement here: a sort of "drop riser" would make it look nicer, and currently dolls are unobtainable on butt-jump which might be a little to harsh.

view commit • Prevent previous music from playing when sound file couldn't be found

view commit • Cleaned up some junk in bonus_block. Removed some unnecessary switches to reduce the amount of code. Star and Tux dolls now make a noise when leaving the bonus block. Removed unused variable from coin_explode. Heavy coins now bounce once when hitting the ground at high velocity and reflect their y velocity when hitting the bottome of something. Made it easy for the editor to place bonus blocks with the flip level potions.

view commit • Changing the order in which the components are loaded, video first, then audio, less 'important' parts deferred => faster showing of supertux window

view commit • Reverted part of revision 02c347cdae86. Loading config before controller was causing controller settings to be lost and default keybindings/joystick mapping to be adopted. This change reverts that part of the component loading re-order.

view commit • Dispensed badguys are no longer counted in level stats. Modified dispenser to only dispense badguys, instead of moving_objects. Previously dispenser could be set to dispense not only objects such as rocks or other portables, but even secret areas (which obviously makes a mess if someone is foolish enough to do it in an actual level). This change limits dispensed objects to badguys only, which also makes it trivially easy to fix the long-standing issue of dispensed badguys being counted for the badguys killed level stat. This fix was done as well, so the badguy level stat should no longer exceed the total badguys level stat.

view commit • Using a reset point no longer marks statistics as invalid. The rationale for this change is as follows: stats should only be marked as invalid in cases of cheating, not normal game mechanics. When a player uses a reset point, they typically gain no advantage over starting from the begining of a level since all of the collection stats are reset while time continues to count up. Not displaying/recording statistics once a reset point is used has traditionally confused players (the fine print in one infoblock in the first level is easily missed/forgotten). Also in the case of custom levels with incredible difficulty, stats are essentially never recorded making the levels even less fun.

view commit • Removed coin penalty for aborting a level- this needs to be thought out more

view commit • Tweaked the backflip timer so that Tux cannot cancel backflip after an arbitrarily short time. This preserves the original backflip mechanics, while still allowing the fix for bug 1008 to be in effect.

view commit • Added a secondary coin sound to distinguish between coins collected and coins interacting with the environment

view commit • Tweaked worldmap HUD. Moved the level title text from FOREGROUND to HUD layer making it consistent with level stats text. Changed placement of level stats from being relative to the center of the screen to being relative to the lower right corner, this should make the level stats more aesthetic across more resolution settings.

view commit • Icecrusher will no longer drop if there are static solids between it and Tux, resolves bug 1012

view commit • Added a negative y-velocity component to horizontal climbing alignment adjustment to prevent Tux from walking in place temporarily when trying to climb from a standing position

view commit • Added ability to define a 'target time' for levels which is taken into consideration when marking a level 'perfect'. As a proof of principle, Icy Island levels prior to the underground sequence have been assigned arbitrary but attainable target times. However, this feature probably should only be used with great care in the main game (if at all). Statistics still need to be modified to display the target time if defined, otherwise it will be confusing to players trying for perfet stats.

view commit • More options for narrow snow tiles, bug# 1029. Also used new tiles to make secret area in level "Entrance to the Cave" closer to its original form. In addition, removed trailing whitespace from tiles.strf

view commit • Completed airflower powerup abilities. Airflower is meant to be a powerup geared to speed runs and sky levels. It makes Tux light on his feet, with a passive ability of faster max run speed and greater attainable jump height. In addition, airflower has an active ability which allows Tux to glide for a short period of time after jumping. The duration that Tux can glide increases with additional airflower powerups. To glide, the user only needs to hold the jump key while falling. Every time the player jumps they may glide for a set amount of time which is reset upon Tux touching the ground. Tux sprites still need to be done, and it may be worth considering replacing the backflip with a launching jump when Tux has this powerup. Of course tweaks to the values used will also likely be needed.

view commit • Removed 'add_bullet' from Sector, moved bullet checks into Player

view commit • Minimal code for earthflower active ability. To activate stone form, press DOWN while holding the ACTION key. Player does not take damage while in stone form, and ability can be use offensively to crush enemies- including those that cannot be squished. Still needs timers set up to limit the ability, and a ton of sprite work.

view commit • Changed egg shadow draw layer so it will no longer appear in front of bonusblocks before the egg is out.